diff options
author | shadowu@mail.bg <none@none> | 2008-12-19 00:37:40 +0200 |
---|---|---|
committer | shadowu@mail.bg <none@none> | 2008-12-19 00:37:40 +0200 |
commit | 51f0c70b7ea7eca2b0fcc05a38fa155b7378741f (patch) | |
tree | 52f9e2db42bfc10d9fd8b65b26c9884ae6ebe71c /src/game/RandomMovementGenerator.cpp | |
parent | 058db69e0730975cd0e3e03e5abca78828808dd8 (diff) |
*Movement Generators standardization.
- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance)
- Fixed when creature entering in combat not count this as StoppedByPlayer.
- Random Movement Generator - added support for creating custom spawndist during the game.
- Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location).
- Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2.
- Home and Random movements no more using RespawnCoords(Home Position has implemented)
- Fixed bug when creature is moving on path and enter combat, after that returns to spawn position.
-Typo fix in Confused Movement Generator
--HG--
branch : trunk
Diffstat (limited to 'src/game/RandomMovementGenerator.cpp')
-rw-r--r-- | src/game/RandomMovementGenerator.cpp | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp index 311cc7c6e17..db4f6bf5b42 100644 --- a/src/game/RandomMovementGenerator.cpp +++ b/src/game/RandomMovementGenerator.cpp @@ -21,6 +21,8 @@ #include "Creature.h" #include "MapManager.h" #include "RandomMovementGenerator.h" +#include "Traveller.h" +#include "ObjectAccessor.h" #include "DestinationHolderImp.h" #include "Map.h" #include "Util.h" @@ -42,9 +44,9 @@ template<> void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { - float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist; + float X,Y,Z,z,nx,ny,nz,ori,dist; - creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance); + creature.GetHomePosition(X, Y, Z, ori); z = creature.GetPositionZ(); uint32 mapid=creature.GetMapId(); @@ -120,8 +122,10 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature) { if(!creature.isAlive()) return; - - if (creature.canFly()) + + wander_distance = creature.GetRespawnRadius(); + + if (creature.canFly()) creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); else creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE ); @@ -136,6 +140,10 @@ RandomMovementGenerator<Creature>::Reset(Creature &creature) } template<> +void +RandomMovementGenerator<Creature>::Finalize(Creature &creature){} + +template<> bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { |